

What Screenshot of the week tells us
#1
Posted 03 May 2012 - 10:23 PM
Screenshot of the Week.
A: Your mechs status
B: Your mechs acceleration gauge
C: Your mechs heat gauge
D: Your mechs weapons and weapon groupings
E: Enemy mech status and weapons equipped
F: Your mechs coolant gauge
G: Map
Other noticeable aspects in the screenshot. It seems on enemy mechs we will also be able to see the players name, mech type there piloting, how much armor they have left and how fast they are going. This should gives us at least an idea of which direction this game is going on a few things.
#2
Posted 03 May 2012 - 10:35 PM
#3
Posted 03 May 2012 - 11:19 PM
Edited by autogyro, 03 May 2012 - 11:24 PM.
#5
Posted 03 May 2012 - 11:45 PM

#6
Posted 04 May 2012 - 12:15 AM
Mjelnir, on 03 May 2012 - 11:45 PM, said:

It's off-center because the steerpoint it's not perfectly at 12'. I suppose it represents the path from your mech to the selected waypoint (steerpoint)..

#7
Posted 04 May 2012 - 12:30 AM
#8
Posted 04 May 2012 - 12:30 AM
#10
Posted 04 May 2012 - 01:13 AM
One way for coolant pods to work could be that you spray water on your heatsinks. The liquid will help to dispatch heat
as it turns to steam. I dont mind coolant podds in the game if they take up tonnage and critical space..
/ back on track -
#11
Posted 04 May 2012 - 01:15 AM
#12
Posted 04 May 2012 - 02:06 AM
#14
Posted 04 May 2012 - 02:38 AM
Knusern, on 04 May 2012 - 01:13 AM, said:
One way for coolant pods to work could be that you spray water on your heatsinks. The liquid will help to dispatch heat
as it turns to steam. I dont mind coolant podds in the game if they take up tonnage and critical space..
/ back on track -
I'm alright with how they work in TT. If they are ever installed in MWO as a piece of hardware that can explode when shot and only doubles heatsink effectiveness (not instantly removing heat as in recent MW games) I would be totally OK with that.
That said, the fact they took out default coolant is one of my very, very favorite decisions they've made so far. I've come to loathe coolant for how it's the thing that sets all the balance dominos falling over by radically shifting the dominance of energy weapons.
Anyway, on track myself, good call on that gauge being the JJ meter. If you look at videos and pics we've seen before from 'mechs without jump jets, you'll see they don't have that bar. So I'd say it's 99% likely that's a dead on guess.
Edited by Victor Morson, 04 May 2012 - 02:39 AM.
#15
Posted 04 May 2012 - 03:41 AM
- Screenshot also seems to be keeping tack of the 'score' up at the top their, kills made by each team, I'm guessing. Also, either how long into the match you are or the time left (if their is a time limit to it.)
- Their appears to be two different distance indicators, one for how far away your target is, one for how far away whatever your cross-hairs are pointed at is. And a third on top of the torso twist indicator which might be the distance to a Nav point or the angle to the degree your torso is twisted at.
- Armor Percentage left on your target (we can assume it's armor left because I think with these graphics we could expect that mech to look a lot less if it was missing 77% of it's armor)
- It's difficult to be certain but it almost looks like the health indicator by location has separate spacing for health of the armor and internal structure at each location.
- Weapon grouping are show, with a bar that somehow indicates recycle time on shots and an ammo indicator. Weapon Grouping are split on the screen as to if they are in the torso or on the arms, and a symbol appears next to each grouping as a reminder which cross-hair the (+ or the O) they fire at.
- The map has very clearly marked grid locations.
- Red and blue triangles appear over mechs pointing them out, atleast so long as sensors have detected them. Making it very easy to distinguish friend from foe even if they are in the same mech with the same paint job.
- Mech Chassis and variant type of both your and your target are displayed. On which note we know both the F and the D made it in game for the Jenner.
- The bottom screen in the Jenner cockpit reads "Autodetect/no signal"
- There are dots along compass which seem to indicate relative direction for friendlies and foes and possibly the targeted foe. These dots do not correspond to the number of sensor contacts in that general direction according to the map. (unless two are overlapping each other.) and does not indicate to foe just offscreen to the right (according to the map.)
#16
Posted 04 May 2012 - 04:24 AM
#17
Posted 04 May 2012 - 04:47 AM
- How does the game indicate that a target has been "locked" when the Mech is equipped with tracking-capable missiles?
- Just how far out in your FOV and LOS does the game automatically begin marking enemies with a red marker?
#18
Posted 04 May 2012 - 04:53 AM
Evex, on 03 May 2012 - 10:23 PM, said:
Yeah, I severely doubt you can tell how fast a 'mech is going. That is much more likely the distance the targeted 'mech is from you.
#19
Posted 04 May 2012 - 04:59 AM
Y: Water is wet
Z: The Jenner will be f*****d right after the landing.
Edited by Scar, 04 May 2012 - 05:01 AM.
#20
Posted 04 May 2012 - 05:00 AM
Tremor, on 04 May 2012 - 04:53 AM, said:
Yeah, I severely doubt you can tell how fast a 'mech is going. That is much more likely the distance the targeted 'mech is from you.
Yup. Just by deducing from the reticule's range of ~170m to the target's 63m marking, chances are it's a distance meter.
It will be very helpful when you can obtain that level of information on a target from long range so that you know when the target is within effective range of long range weapons.
Edited by Aegis Kleaisâ„¢, 04 May 2012 - 05:01 AM.
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